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Introduction to ComputerGraphics with OpenGL/GLUT
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What is OpenGL?
OpenGL (Open Graphics Library) A software interface to graphics hardware
a standard specification defining a cross-language,
cross-platform graphics rendering API for writing
applications that produce 2D/3D computer graphics. the industry's most widely used, supported and best
documented 2D/3D graphics API.
2
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OpenGL and GLUT
GLUT (OpenGL Utility Toolkit) An auxiliary library
A portable windowingAPI
Easier to show the output of your OpenGL application
Not officially part of OpenGL
Handles: Window creation,
OS system calls
Mouse buttons, movement, keyboard, etc
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How to install GLUT?
Download GLUT http://www.opengl.org/resources/libraries/glut.html
Copy the files to following folders: glut.h VC/include/gl/
glut32.lib VC/lib/ glut32.dll windows/system32/
Header Files: #include
#include
Include glut automatically includes other header files
http://www.opengl.org/resources/libraries/glut.htmlhttp://www.opengl.org/resources/libraries/glut.html7/31/2019 Open Gland Glut
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GLUT Basics
Application Structure Configure and open window
Initialize OpenGL state
Register input callback functions
render resize
input: keyboard, mouse, etc.
Enter event processing loop
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Event Handling in OpenGL/GLUT
You tell OpenGL which user-defined function to callwhen certain events occur.
OpenGL monitors the input devices. When
something happens (mouse down, key press, etc. )
OpenGL calls your code. Can provide functions for
window resizing
mouse button presses
mouse button releases
mouse motion
keyboard presses
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Events in OpenGL
Event Example OpenGL Callback Function
Keypress KeyDown
KeyUp
glutKeyboardFunc
Mouse leftButtonDown
leftButtonUp
glutMouseFunc
Motion With mouse press
Without
glutMotionFunc
glutPassiveMotionFunc
Window Moving
Resizing
glutReshapeFunc
System Idle
Timer
glutIdleFunc
glutTimerFunc
Software What to draw glutDisplayFunc
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GLUT Callback functions
Event-driven: Programs that use windows
Input/Output
Wait until an event happens and then execute
some pre-defined functions according to the usersinput
Events key press, mouse button press andrelease, window resize, etc.
Your OpenGL program will be in infinite loop
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Window Resizing
void glutReshapeFunc(void (*func)(int w, int h)) func is a pointer to a function that takes two arguments,
the new width w and new height h of the window.
OpenGL calls this function whenever the window is
resized. func typically makes a call to glViewport() so that
the display is clipped to the new size, and redefines the
projection matrix so that the aspect ratio of the projected
image matches the viewport.
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Mouse Events
void glutMouseFunc(void (*func)(int button, int state,
int x, int y));
func is a pointer to a function that takes 4 integerparameters. func is called by OpenGL whenever a mousebutton is pressed or released.
button specifies which mouse button was pressed, and iseither:
GLUT_LEFT_BUTTON,
GLUT_RIGHT_BUTTON, or
GLUT_MIDDLE_BUTTON
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Mouse Events
state specifies the state of the mouse button, andis either:
GLUT_UP, or
GLUT_DOWN
x and y specify the location (in window-
relative coordinates) of the mouse whenthe event occurred.
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Mouse Motion
glutMotionFunc( void (*func)(int x, int y));
func is called by OpenGL when the mouse pointer moves
within the window while one or more mouse buttons are
pressed. x and y specify the location of the mouse when
the event occurred.
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Keyboard Events
void glutKeyboardFunc(void (*func)(unsigned char key,
int x, int y));
func is a pointer to a function that takes 3 parameters.func is called by OpenGL whenever a key is pressed.
key is the ASCII value of the key that was pressed
x and y specify the location of the mouse whenthe key was pressed .
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Idle Function
glutIdleFunc( void (*func)());
func is called by OpenGL when no other events are
pending, when it would otherwise be idle.
Pass in Null (0) to disable the function.
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Example Code using OpenGL Input
int main( int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_RGB || GLUT_SINGLE );
glutInitWindowSize ( 250, 250 );
glutInitWindowPosition ( 100, 100 );
glutCreateWindow (argv[0]);init ();
glutDisplayFunc ( display );
glutReshapeFunc (reshape );
glutMouseFunc ( mouse );
glutMotionFunc ( motion );glutKeyboardFunc ( keyboard );
glutMainLoop ();
return 0;}
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Example Code Using OpenGL Input
void display ( void ){
glClear ( GL_COLOR_BUFFER_BIT );
glColor3f (1.0, 1.0, 1.0);
glBegin (GL_POINTS);glVertex3f (0.5, 0.25, 0.0);
glVertex3f (0.75, 0.5, 0.0);
glVertex3f (0.75, 0.75, 0.0);
glVertex3f (0.25, 0.75, 0.0);glEnd();
glFlush();
}
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Example Code Using OpenGL Input
void reshape (){
// called when window is resized.
// typically set viewport,
//set projection matrix, etc.}
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Example Code Using OpenGL Input
void mouse (int button, int state, int x, int y){
switch (button)
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN)
// do something
case GLUT_RIGHT_BUTTON:
// etc., etc.
}
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Example Code Using OpenGL Input
void motion (int x, int y){
// do whatever is appropriate,
// e.g., move object to point (x, y)
}
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Example Code Using OpenGL Input
void keyboard(unsigned char key, int x, int y)
{switch (key) {
case s:
// do somethingbreak;case S:
// do something here too
break;case t:
case T: // If you dont want to be case sensitive.
// do something here toobreak;
.
.
.}
}
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Matrix Operations
OpenGL has 4 matrices it uses: GL_MODELVIEW
contains the composite modeling and viewing matrices
GL_PROJECTION contains a matrix for the projection transformation
GL_TEXTURE used for performing operations on the texture (stretching,
moving, rotating, etc.)
GL_COLOR used for color space conversions
Make sure the appropriate matrix is current when you domodeling, viewing, or projections
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Setting the Current Matrix
void glMatrixMode(Glenum mode);
sets the current matrix to be mode
mode is GL_MODELVIEW, GL_PROJECTION,GL_TEXTURE, orGL_COLOR
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Loading the Current Matrix
void glLoadMatrix{fd}( TYPE *m)
loads the array m of TYPE GLfloat orGLdouble to
the current matrix
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Multiplying the Current Matrix
void glMultMatrix{fd}(TYPE *m)
Postmultiplies the current matrix by m, which is of
TYPE GLfloat orGLdouble
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Transformations
Translation:void glTranslate{fd}( TYPE dx, TYPE dy,TYPE dz)
TYPE is GLfloat orGLdouble
The translation is applied to the current matrix makesure the appropriate matrix is current, e.g.,
glMatrixMode(GL_MODELVIEW);
glTranslate(0.3, 0.2, 1.5);
Distances are in world coordinates
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Transformations
Rotation:
void glRotate{fd}(TYPE angle, TYPE dx,
TYPE dy, TYPE dz)
rotates angle about the axis given by (dx, dy,
dz) and the origin
TYPE is GLfloat orGLdouble
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Transformations
Scale:
void glScale{fd}( TYPE sx, TYPE sy, TYPE
sz)
scales about the origin by (sx, sy, sz)
TYPE is GLfloat orGLdouble
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Viewing - Parallel
Setting an orthographic view
glOrtho(GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble zNear, GLdouble zFar)
produces a parallel projection with the clipping volumebeing
[left, right] in the x direction
[bottom, top] in the y direction
[zNear, zFar] in the z direction
Only objects falling in this region will be drawn.
Make sure you call glMatrixMode (GL_PROJECTION);
and usually glLoadIdentity();
before calling glOrtho()
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Viewing - Perspective
Setting a perspective viewgluPerspective (GLdouble fovy, GLdouble aspect
GLdouble near, GLdouble far)
fovy is the angle of the field of view in the xzplane, and must be between 0 and 180.
aspect is the aspect ratio (width / height)
near is the distance from the viewpoint to the
near clipping plane (always positive).
far is the distance from the viewpoint to the far
clipping plane (always positive).
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Camera Set-Up
Used to specify camera position and parameters
void gluLookAt( GLdouble eyex, GLdouble eyey,GLdouble eyez, GLdouble atx, GLdouble aty, GLdoubleatz, GLdouble upx, GLdouble upy, GLdouble upz)
The eye point (eyex, eyey, eyez) is the lookFrom pointThe at point (atx, aty, atz) is the lookAt pointThe up point (upx, upy, upz) is the View Up VectorThis call creates the appropriate matrix and applies it to the current
matrix. Hence, we need to set the current matrix mode:
glMatrixMode(GL_MODELVIEW);glLoadIdentity();gluLookAt(0.0, 0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0);
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Creating a Normal Vector
glNormal3{dfi}(TYPE nx, TYPE ny, TYPE nz )
TYPE is GLdouble, GLfloat, or GLint
(nx, ny, nz) are the coordinates of the normal vector
If GL_RESCALE_NORMAL is enabled, normals do nothave to be unit size. The system will normalize them foryou.
Normalization is disabled by default
Can enable by calling eitherglEnable(GL_NORMALIZE)
orglEnable(GL_RESCALE_NORMAL)
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Setting the Normals
glBegin (GL_POLYGON);glNormal3fv(n0);
glVertex3fv(v0);
glNormal3fv(n1);glVertex3fv(v1);
glNormal3fv(n2);
glVertex3fv(v2);
glEnd();
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Lighting
To enable lighting in the scene:glEnable(GL_LIGHTING )
This enables lighting in the scene, but doesnot enable individual lights
To enable each light source:
glEnable(GL_LIGHTi)
where 0 i < GL_MAX_LIGHTS
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Lighting
To set the value of a light source parameter:glLight{if}v(GLenum light, GLenum pname,
TYPE params )
light is the light number of the form GL_LIGHTi,
where 0 i < GL_MAX_LIGHTS
pname specifies the light source parameter to set, and is one ofGL_AMBIENT (RGBA)GL_DIFFUSE (RGBA)GL_SPECULAR (RGBA)GL_POSITION (x, y, z, w) if w = 0, it is a directional light
GL_SPOT_DIRECTION (x, y, z)
params is a pointer to an array that contains the data
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Lighting
To set the ambient lighting in the scene:
glLightModel{if}{v}(
GLenum GL_LIGHT_MODEL_AMBIENT,
TYPE params )
params contains a pointer to 4 int or float values that
specify the ambient RGBA intensity of the entire scene.
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Shading
To set the shading type for the scene:glShadeModel (GLenum mode )
mode specifies the type of shading to be
done, and is either
GL_FLAT
GL_SMOOTH (Gouraud shading)
The default is GL_SMOOTH
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Setting Material Properties
To set the material properties for the current material:glMaterial{fi}{v}(GLenum face, GLenum
pname, TYPE params )
face specifies which face the properties should be
applied to and is:GL_FRONTGL_BACK
GL_FRONT_AND_BACK
GL_BACK is used for shading back-facing
polygons when two-sided lighting is enabled
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Setting Material Propertiespname specifies which parameter is to be set and is:
GL_AMBIENT The ambient reflectance of the material. (RGBA)
GL_DIFFUSE The diffuse reflectance of the material. (RGBA)
GL_SPECULAR The specular reflectance of the material. (RGBA)
GL_EMISSION The emitted light intensity of the material. (RGBA)
GL_SHININESS The specular exponent of the material. (int or float)
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Texture Mapping
Steps in using textures in OpenGL:
1. Create a texture.
2. Indicate how the texture is to be applied toeach pixel.
3. Enable texture mapping.
4. Draw the scene, specifying both texture and
geometric coordinates .
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Creating a Texture
glTexImage2D(GLenum target, GLint level,
GLint internalFormat,GLsizei width, GLsizei height,GLint border, GLenum format,GLenum type, const GLvoid *pixels )
target should be GL_TEXTURE_2D.
level should be 0.
internalFormat should be GL_RGB.
width is the width of the texture (power of 2).
height is the height of the texture (power of 2).
border should be 0.
format should be GL_RGB. type specifies the type of data stored, and should be GL_INT,GL_FLOAT, etc.
pixels is a width by height array of the texture data.
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Naming a Texture Object
In order to use a texture in OpenGL, you need to name it.
The safest way is to have GL provide unused texturenames.
void glGenTextures (GLsizei n, GLuint *textureNames);
Returns n unused names for texture objects in the array textureNames
After creating the texture name, it must be bound to the texture.
void glBindTexture (GLenum target, GLuint textureName)
target should be GL_TEXTURE_2D
This call creates a new texture object with default values for the
texture image and texture properties. Subsequent calls to glTexImage*() glTexParameter*(), etc. store
data in the texture object.
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Setting the Texture Environment
void glTexEnvi (GLenum target, GLenumpname, GLint param);
This call sets the current texturing environmentparameters
target should be GL_TEXTURE_ENV
pname should be GL_TEXTURE_ENV_MODE
param should be GL_DECAL
Other texturing functions are available - look at anOpenGL book for details
These are probably the parameters you want.
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Setting the Texture Parameters
void glTexParameteri (GLenum target,GLenum pname, GLint param);
This call sets the current texturing parameters
target should be GL_TEXTURE_2Dpname should be GL_TEXTURE_WRAP_S orGL_TEXTURE_WRAP_T
param should be GL_REPEAT
Other texturing functions are available, but these are
probably the parameters you want.
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Texture Coordinates
When you draw an object, you need to specify bothgeometric coordinates and texture coordinates foreach vertex.
Textures are interpolated between vertices.
void glTexCoord2{sifd} (TYPE coords);
e.g.,void glTexCoord2f(GLFloat s, GLFloat t);
This call sets the current texture coordinates. Subsequentcalls to glVertex*() have those vertices assigned to the settexture coordinate
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Example of Using Textures
void init (void){
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, GL_RGB,width,height, 0, GL_RGB, GL_INT,
texImage);
}
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Example of Using Textures
void display (void){
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV,
GL_TEXTURE_ENV_MODE, GL_DECAL);glBindTexture(GL_TEXTURE_2D, texName);
DrawQuad();
glFlush();
glDisable (GL_TEXTURE_2D);
}
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Example of Using Textures
void DrawQuad(void) {
glBegin(GL_QUADS);glTexCoord2f (0.0, 0.0);glVertex3f (-2.0, -1.0, 0.0);glTexCoord2f (0.0, 1.0);glVertex3f (-2.0, 1.0, 0.0);glTexCoord2f (1.0, 1.0);glVertex3f (0.0, 1.0, 0.0);
glTexCoord2f (1.0, 0.0);glVertex3f (0.0, -1.0, 0.0);glTexCoord2f (0.0, 0.0);glVertex3f (1.0, -1.0, 0.0);glTexCoord2f (0.0, 1.0);glVertex3f (1.0, 1.0, 0.0);glTexCoord2f (1.0, 1.0);
glVertex3f (2.414, 1.0, -1.4.1);glTexCoord2f (1.0, 0.0);glVertex3f (-2.414, -1.0, -1.414);
glEnd();
}